Virtual world of sports competition events with integrated betting system

ABSTRACT

The present invention provides a system that creates virtual events within a virtual world. A virtual event may be akin to a real event, but is completely computer generated within a computer-generated world and is based on statistical measures, either real world or created. Numerous characteristics about the competitors and the competition location parameters are available before a competition event. Based on the known parameters about the location of an event and the characteristics of the participants and their historical past performances in similar events enable bettors to make informed wagers on an event that greatly enhances the satisfaction and involvement in a competition event. As such, histories of virtual events are maintained on actual virtual performance data of competitors in the virtual world. The histories can include all relevant virtual data about a competitor and the past events the competitor competed. Individuals throughout the real-world may place wagers (e.g., bets) on the outcome of either a pari-mutuel event or a fixed odds event, utilizing either pari-mutuel, exchange wagering or fixed odds wagering systems. The virtual event may be any type of sport, or skill based game that is usually between competitors.

RELATED APPLICATIONS

This application claims benefit of U.S. patent application Ser. No.14/249,286, filed Apr. 9, 2014, which claims benefit of U.S. patentapplication Ser. No. 13/721,663, filed Dec. 20, 2012, which claimsbenefit of U.S. patent application Ser. No. 12/289,231, filed Oct. 23,2008, which issued as U.S. Pat. No. 8,360,835, on Jan. 29, 2013, whichclaims priority from U.S. Provisional Application No. 60/999,992, filedOct. 23, 2007, the disclosures of which are incorporated herein byreference in their entirety.

BACKGROUND OF INVENTION

a) Field of the Invention

The present invention relates to a system method and computer programproduct used in creating a series of virtual events within a virtualworld to be presented as real-time content for bettors to wager on. Moreparticularly, a virtual event may be akin to a real event but may becompletely computer generated within a computer-generated world based onstatistical measures either real world or created. The system willinclude a virtual world engine, a virtual event engine, a virtualbroadcast engine, a virtual world application programming interface(API) and an integrated betting system.

b) Description of the Related Art

In the video game market involving Football, Soccer, Basketball, HorseRacing, etc., simulation engines are used to allow individuals to play asport virtually with examples such as with Madden Football, Tiger WoodsGolf, G4 Jockey, or Winning Post. Typically this simulation involvesreal teams and real players emulated virtually. Individuals participatein the game by using interactive joysticks, controls, etc., therefore itis interactive.

The fantasy (or Rotisserie) games typically involvecustomers/participants who construct unique sports teams based ondrafting players from a variety of teams. The clients compete withvirtual teams based on a point system that directly determines how theactual players perform in real world games. In some cases, these teamscompete in a simulation to determine an outcome of an event not relatedto any real world event, but solely determined by a simulator.

In the gaming (Casino, Horse Betting, Sports Betting, etc.) virtualevents are used for gambling either via a slot machine (kiosk orterminal wagering), or a monitor (simulcast TV screens at track or abetting shop). Individuals bet on virtual events by placing moneydirectly into a slot machine, or like they would bet at a real lifehorse race where an individual walks up to a window and places a betwith a person or on a betting terminal.

Also, in the gaming market, a random number generator will determine theoutcome of a race or fight (or event subcomponent such as round of afight, a quarter of a race, a period of a game). For example in a horserace, a random number generator will determine the outcome based oneither randomly selecting equally weighted horses (all have equal chanceof winning) or randomly selecting probability weighted horses (wherethey have a probabilistic chance of winning).

In the interactive gaming market and in the simulation system foundwithin, the combination of either play-by-play, punch-by-punch, orstep-by-step complex algorithms, optimization models, decision trees,and probabilistic dice rolls are all utilized to determine how onecompetitor (or team) will behave and then independently how thedifferent competitors or teams will respond. These events occur in an“environment” that has goals (scoring a touchdown, knocking out anopponent, winning a race), that has rules (where a competitor can hit,how much weight a horse must carry, etc.), constraints (theenvironmental constraints of a track, the physical constraints of notbeing able to run “through” other competitors), and the effects of othercompetitors (another player tackling you or forcing a fumble, anotherhorse being in front of you and impeding your progress, being hit orbumped during a fight, game, or race, etc.). The outcome of a simulationsystem depends on the actual completion of the interactive event by thecompetitors, and the outcome is determined once one or more competitorshave successfully completed the event.

Some simulations rely have utilized a random number generator where eachcompetitor in a competition has a statistically pre-determined orspecified chance of winning. Other simulations have utilized amulti-player interactive system in which some aspects of the artificialworld develop over time and the outcome is influenced by instructionsreceived from a plurality of players.

Throughout the real world, individuals may bet on games of chance ornumber selection games such as keno, bingo or other “lottery” typegames, or they may bet on the outcome of competitions such as sportingor racing events. Historically these activities had to be done inperson. The widespread access to the Internet and other electronicdistribution methods has provided individuals with the access not onlyto wager remotely on a competition, but also to watch the event on whichthey wagered in real time. Individuals engage in the activity of placingwagers (e.g. bets) on the outcome of an event (sporting event, politicalevent, etc.) by placing: a) pari-mutuel wager, b) a fixed odds wager, orc) an exchange wager utilizing their respective betting systems.Individuals utilize their knowledge of the sport and the individualentrants; analyze the strengths and weaknesses of the competitors aswell as the conditions of the venue in order to select a wager.

Traditional fixed odds virtual sports systems, betting exchanges orother pari-mutuel virtual sports systems are based upon a singularrandom number generator. Each competitor has a statisticallypre-determined or specified chance of winning and these events arebelieved to be inherently limited and inflexible in their applicationover a broad network of bettors. An event determined by a singlerandomly generated number do not allow for a competition in which anindividual may impart skill in their knowledge or analysis in selectinga wager and they do not allow an individual to have an advantage overother bettors or a book maker.

Traditional racing events that are wagered on using pari-mutuel wageringsystems have race histories associated with each competitor that areavailable to the bettor to help them handicap the race and improve theirlikelihood of winning money over time. This is why pari-mutuel wageringon horses has been treated as a skill wager. However, other virtualevents (because they are determined by a random number generator)usually do not have a known history of each competitor's past raceperformance and additionally, who were the other competitors in pastevents to help assess one horses performance relative to another.

The present invention differs from US Patent Publication No.2005/0044575 A1 (hereafter the “575” patent) by providing a fullyautomated, non-interactive system. Whereas the 575 patent usesreal-world player inputs to influence the outcomes of virtual worldevents, and emphasizes the massively multiplayer interactive aspect ofgaming, the present invention removes real-world player input altogetherand evolves the world and events using computer algorithms. The presentinvention thus fully develops automated evolution of virtual worldinhabitants using computer algorithms, and their performance andbehaviors are entirely computer controlled. This allows the presentinvention to be used in un-biased pari-mutuel wagering and fixed oddswagering, and makes it acceptable to gaming authority approval andregional regulatory requirements. Furthermore the present invention doesnot necessarily require a television network in order to deliver visualcontent, and uses a novel approach to delivering high definition videoto remote locations. Finally the present invention presents extrafacilities in order to create fixed odds for these virtual events, andpresent information for pari-mutuel wagering on these events toreal-world players.

SUMMARY OF THE INVENTION

It is the object of the present invention to provide a system thatautonomously creates virtual events within a virtual world. A virtualevent may be akin to a real event, but is completely computer generatedwithin a computer-generated world and is emergent from computeralgorithms that create realistic models of the event using numerouscharacteristics about the competitors and the competition locationconditions.

Histories of virtual events are maintained and stored on actual virtualperformance data of competitors in the virtual world. The histories caninclude all relevant virtual data about a competitor and the past eventsthe competitor competed, and can be accessed prior to a virtual eventbeginning, for example racing form.

The virtual event may be created by an event engine, scheduled, andbroadcast or simulcast in real-time through-out the real-world usingexisting and conventional video transport media, such as web, TV,satellite, telephone network, and cable. A video delivery system is usedthat will allow high quality high definition video to be broadcastworldwide with very low bandwidth requirements (<20 kb/s).

Individuals throughout the real world may place wagers (e.g., bets) onthe outcome of the event in either a pari-mutuel or a fixed oddsfashion, utilizing conventional pari-mutuel, exchange wagering or fixedodds wagering systems. The virtual event may be any type of sport, orskill based game that is usually between competitors. Events that can besimulated include sporting events such as a horse race, an auto race, astock car race, a Formula 1 race, a NASCAR race, a boxing match, a kickboxing match, an ultimate fight match, a wrestling match, a basketballgame, a soccer game, a rugby game, a football game, a baseball game, ahockey game, a lacrosse match, a dog race, a greyhound race, a harnessrace, a steeplechase and other skill based games and wagering events.Prior to the broadcast of the virtual event, promotion of the event maybe made similar to a real-world event (e.g., similar to a promotion of aheavy-weight boxing fight in Las Vegas). Promotional activities caninclude TV advertising, pamphlets, posters, mailers, magazine and paperarticles, presentations, web-advertisements, emails to subscribingcustomers and other forms of marketing.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a system that creates virtual events within a virtual worldand includes a virtual world engine, a virtual event engine, a virtualbroadcast engine, an integrated betting system, and a virtual world API.

FIG. 2 shows a schedule of events generated inside the virtual of world,it is by this means that the events are distributed to visualizationproducts.

FIG. 3 show an embodiment of the system serving satellite-basedtransmission of virtual event video.

FIG. 4 shows the architecture of the system to rapidly createprobability data for virtual events that is usually used in conjunctionwith fixed odds betting

FIG. 5 show the output of the video production systems

FIG. 6 show the output of the graphical overlay systems

FIG. 7 show an embodiment of the system serving data to visual displaysonline, and in casinos and betting shops.

FIG. 8 show the customer based betting systems

FIG. 9 show the betting system architecture

FIG. 10 show the output of the probability system

FIG. 11 show the variation of competitor speed during an event

FIG. 12 show the variation of speed calculation

FIG. 13 show the automated video switching system for the dual redundantvideo system

FIG. 14 show the conceptual track boundary in the simulation model

FIG. 15 show the results of breeding virtual horses over severalgenerations

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The competitors in the virtual events (e.g., human, machine or animal)may be modeled in a pervasive virtual world where they train for theirvirtual events and perform many of the typical functions of theirreal-world counterparts. The bettors who can wager on the live virtualevents may know the existence and activities of these competitors in thevirtual world. For example, in the virtual thoroughbred racing system,bettors may know how a particular horse has trained, who has trained it,what the diet was, what the bloodline is, who is riding it, what thehealth status is, along with a broad set of other attributes andinformation, most specifically the past performance information for thehorse relative to the other horses in the virtual world. The virtualworld itself may be modeled such that weather and conditions affect thebehavior of the competitors within it, before and during a virtualevent. In addition to the visual appearance of the world, physicalcharacteristics are also modeled, such as surface response to weatherpatterns, (ground becomes muddier or waterlogged with rain), airtemperature (ground dries out, or freezes), wind speed and direction(impedance due to strong winds), humidity and other seasonal effectssuch as snow cover.

The software, for instance, may be a plurality of computer programs thatinterface with one another to create the virtual world, create thevirtual events and broadcast the live events. The computer programs maybe created in any programming language to provide a realistic sportingevent using state-of-the art technology. Software languages such asFlash, C++, and Java may be used. For processing and simulation, C andC++ may be utilized. For display and rendering, DirectX may be used. Forweb data programming and API support, XML and Java may be used. Forpresentational aspects of the virtual events, web technologies such asFlash, HTML, and JSP may be used. The implementation is not to belimited in scope by platform, and may utilize both UNIX and PC-basedoperating systems to deliver the virtual event. Other programminglanguages may also be used depending on the deployed platform, and skillsets available. The disclosure extends to computer programs in the formof source code, object code, binaries, code intermediate sources andobject code (e.g., such as in a partially complied form), or in anyother form suitable for implementation of the disclosure. Computerprograms may be stand-alone applications, software components orplug-ins to other applications. Computer programs may be stored on anystorage medium, such as ROM, RAM, optical recording media, CD-ROM, DVD,magnetic recording material, and the like. Software can be stored oncomputer readable medium. It is important to note that while the presentinvention has been described as a method, those skilled in the art willappreciate that the method of the present invention is capable of beingdistributed in the form of a computer readable medium of instructions ina variety of forms, and that the present invention applies equally,regardless of the particular type of signal bearing media utilized tocarry out the distribution. Examples of computer readable media include:non-volatile, hard-coded type media such as read only memories (ROMs) orerasable, electrically programmable read only memories (EEPROMs),recordable-type media such as floppy disks, hard disk drives and CD-ROMsand transmission-type media such as digital and analog communicationlinks.

The virtual game system may generate photorealistic visual quality. Thevideo and visual quality of the virtual sporting event may transcend anyvirtual gaming content presently commercially available. For instance,whilst watching a virtual horse race, one can clearly see the differencein the life-like nature of the motion-captured three-dimensionalthoroughbreds with extreme precision to show each horse's coat markings,muscle structure and shadows. Furthermore, the virtual backgroundsetting can be at the world's most premier facilities (e.g., MadisonSquare Gardens for boxing, Wimbledon for tennis, Monaco for Formula-1racing, as well as famous horse racing tracks around the globe in venuessuch as New York, Paris, England and Hong Kong) or can be venues thatexist only in the virtual worlds that exists in software and computersystems.

Events that can be simulated include sporting events such as a horserace, an auto race, a stock car race, a Formula 1 race, a NASCAR race, aboxing match, a kick boxing match, an ultimate fight match, a wrestlingmatch, a basketball game, a soccer game, a rugby game, a football game,a baseball game, a hockey game, a lacrosse match, a dog race, agreyhound race, a harness race, a steeplechase and other skill basedgames and wagering events.

For pari-mutuel, fixed odds and exchange betting markets and similar tomost pari-mutuel real-world systems, players may make a specific wager(with a plurality of wager types) on the outcome of the event using theintegrated betting systems, such as integrated point of sale (IPOS)terminals and kiosks and the like or through an affiliates totalizatoror “tote systems. Pari-mutuel wagering is enabled by providing a richhistory of information about the competitors, the events andperformance, to allow players to make an informed decision. The historyof each event and performance of each competitor is stored by thecomputer system. Wagers can be made through a variety of means, such asweb, shop cashier, telephone and mobile devices. Betting can be deployedto ensure local regulations specific to the territory are adhered. Eachwager may be associated with a pool of wagers from other playerswagering on the event, as in pari-mutuel wagering. After betting isopened, a player may place a wager (e.g., make a bet) at any time. Allbetting may be stopped at a pre-determined time before the live virtualevent begins (e.g., such as a one minute period of time, but this couldbe any pre-determined amount of time). A pre-determined amount of allthe wagers made may be retained by the licensed betting operator and theremaining amount may be distributed to the winning players, regardlessof the outcome of the race. For some types of pari-mutuel wagers, ifthere is no winner, a pre-determined amount of each specific wager typemay be redistributed into the pool for the next event. Also, pari-mutuelbetting may allow bettors from all over the globe to bet on the samevirtual sporting event (e.g., a horse race, a car race, a boxing match,etc.). Thus, a bettor can be located anywhere in the world adhering totheir local regulatory requirements when betting. For instance, a bettormay be physically located in Japan, Argentina, Australia, UnitedKingdom, Mexico, Venezuela, Panama, Columbia, Brazil, Hong Kong, Korea,France, Canada, the United States, Eastern Europe, Russia, Venezuela,and he/she can place a bet for the same virtual event. In addition, thevirtual event enables progressive or cumulative wagering. Wagering canbe integrated with an existing tote per the existing United Statesbetting system. Thus, a global pari-mutuel betting pool is provided.

Unlike typical fixed odds virtual sport systems or the few pari-mutuelvirtual sport systems commercially available or in development, theoutcome of the virtual event in this disclosure is not based on asingular random number generator where each competitor in a race has astatistically pre-determined or specified chance of winning. The outcomecan be determined real-time as the virtual event unfolds based on aplurality of factors using perturbation models with algorithms. Thus,each event may be a unique event for which the outcome is unknown whenthe event begins and for which the outcome of the event cannot be“fixed” or manipulated. Specifically, and usually, for fixed oddsbetting markets, before the event transpires, outcome probabilities maybe calculated, using a related but separate subsystem, by simulating theevent thousands of times, thus it is possible to calculate fixed oddsfor an instance of the event. The traditional way fixed odds virtualevents are created utilizes the “jukebox” approach, which is based on asingle or a few random number generations and utilizing a database ofpre-recorded races that represent the result derived by the randomnumber generator. These traditional fixed odds system are suitable forthe more traditional slot machine style games, and is how many existingtechnologies work.

A broadcast of the virtual event may be via many media. For instance,the virtual event may be broadcast via satellite, via cable, telephonenetwork, or any other known communication means. The broadcast may bemade to a television, a cell phone, a PDA, a kiosk, a WiFi enabledtablet, or any online, mobile betting type device. The format of thevirtual event may be produced at the delivery point in Phase AlternatingLine (PAL), National Television System Committee (NTSC), or highdefinition (HD) or any other approved transmission scheme.

The virtual event may be broadcast in real-time with live computergenerated commentary (e.g., in a plurality of languages besides English,such as Spanish, Mandarin, Russian, Portuguese and Italian) thatprovides moment-by-moment commentary of the action. The “live” virtualevent may be simulcast. Thus, the bettors may watch and wager on “oneglobal sporting virtual event” that occurs at the same time throughoutthe world, for instance a horse race. Additionally, broadcast systemsmay also transmit and display data about the events, as well asproducing hardcopy material for posters, pamphlets and magazines.

The outcome of the virtual event may be determined by a plurality offactors that include the intrinsic abilities of the competitor, forexample, the competitor's training, how the competitor prepared for theevent, the competitor's natural predispositions to perform in theconditions presented by the venue, the tactics the competitor hasemployed for the virtual event, and the competitor's reaction andnatural predisposition to react to the events that occur as the eventunfolds real-time. For example, for a virtual horse race, in addition tothe natural ability and condition of the horse, the outcome of a horserace may depend upon a number of factors, including but not limited to,the training schedule of the horse, the horse's running strategy, thetrack surface and weather conditions, as well as real-time decisions inthe race.

In addition to the characteristics of a participant (horse), there maybe a controlling factor imposed by a secondary, but related, participant(jockey). For instance, there are other sports where there are suchcombinations, such as motor events, where there exists a vehicle and adriver. Since these two components are logically separable, differentcombinations may produce different results, as in the real world. As aresult, the events may be handicapped by the bettors placing wagers, andthose who study and understand the form of the competitors cananticipate the strategy and tactics of the competitors, thus bettors cantry to predict the impact of the conditions on the competition which maycreate an advantage over other bettors. The odds of predicting outcomesand successfully winning money increase for a bettor that isknowledgeable of the sport and the contestants. Therefore, successfulwagering on these events requires skill and not just pure chance. Thus,for instance, in the case of a horse race, a bettor that has theability, desire, or skill to analyze historical horse racing dataincreases his chances of earning a higher return on the money he haswagered. The more knowledge a bettor has regarding a horse, the horse'sbehavior in a given situation, the track, and the weather conditions,the rider and the trainer, the greater the potential return thehandicapper can have on their wagers.

For instance, if a player is knowledgeable of a horse's characteristics(e.g., speed and running style), the horse's bloodline (e.g., is thehorse a pacer, does the horse run in front, what of its geneticsindicate a horse's desire to win, how quickly does the horse recoverfrom injury, how quickly does the horse recover from a previous race,),how the horse has been trained, the horse's behaviors during certainconditions (e.g., how the horse behaves in certain gates, how quicklydoes the horse get out of the gate, how does the horse behave whenagainst a rail, at what point does the horse usually sprints for theline, has the horse a tendency to run to the lead from the start, runfor position in the middle of the pack, and run for the lead near theend or run at the back of the pack making a late run), as well as howthe horse races on a specific track (e.g., whether it be New York,Paris, England, Hong Kong and the like), the shape of the track, thelength of the race, specific track conditions (e.g., track surface, adirt track, a turf track, firm soil, soft soil) and in certain weatherconditions, increases the player's chances of winning.

The horse genetics are calculated using genetic algorithms by novelapplication of well-known prior arts, and applied to the parameters thatgovern the horse. The horse genetics system is the means by which horsesare bred and created in the game world database. The genetics systemmakes use of genetic algorithms to encode the horse parameters, thesteps are outlined as follows; a) Begin with two different horses, withspeed, stamina and acceleration, b) encode these three parameters intobinary form, c) pinpoint cross over points where binary bits may beswapped at a specified probability for each parameter, and apply this,d) mutate bits at a very low probability, e) create a new horse byaveraging the final bit strings, f) finally we rationalize the offspringby ensuring that the values fall within allowed limits. If the horsefalls outside of the limits it is discarded, and the breeding processrepeated. Once a valid horse is bred, the name selection system usessimple word libraries that are combined in order to generate a new name.Breeding experiments were carried out to see what the results ofinterbreeding and racing these horses might be in particular therelationship between the performance and parentage, illustrated in FIG.15. It was found that continually breeding horses using the methodoutlined created real performance bloodlines which could be tracked, andsometimes random interbreeding lead to genetic dead-ends, as goodfactors are bred out. Thus selection of breeding pairs was an importantfactor in any genetics based breeding system. In other words, goodhorses tended to breed above average offspring, whereas bad horses bredunderperforming offspring, when the two were mixed, the result was lessdefined as you may have traits from both parents. Because the parameterinformation is never exposed to players, they are able to follow horsesby their performance alone, and a clever and observant player may get anadvantage by analyzing the bloodline of a horse, over the casual player.

Optionally, the virtual event may include sporting events with famousathletes or competitors in history, or competitors who may never havecompeted against each other and these may be pitted against one anotherin a virtual sports contest that is broadcast globally. For instance, avirtual boxing match may be created where Muhammad Ali could be slatedto box against Mike Tyson. Alternatively, a virtual horse race whereSecretariat races against War Admiral may be provided. The possibilitiesof the number of virtual sporting events are unlimited. Any famoushistorical athlete may be placed in competition with another athlete.For instance in tennis, John McEnroe may be placed in competitionagainst Pete Sampras or Serena Williams against Billie Jean King.Athletes famous in one sport may be placed in competition with athletesin a different sport. As long as the characteristics of the sportsfigure are known, any sports figure can be placed to virtually competeagainst any other sports figure in any sport. This principle can beextended to any public figure for more appealing variation, for instancehistorically important world leaders riding against each other in theGrand National.

The virtual event software may be integrated into existing pari-mutuelevent wagering software, which are utilized in venues such as a casino,horse track, advance deposit wagering company, off-track-betting agency,and the like, using defined software based interfaces (APIs). This mayminimize the learning process for the end-user/player when the virtualgame is launched for the first time. An API may also provide a means toquery the game world so that other applications that need to access anddisplay the data can be built or integrated with partner sites.

Also, an optional dynamic flash interface may be used that can belaunched, for instance, on a partner's website. The interface mayintegrate both data and betting facilities into one place so thatbettors can have a self contained experience.

The figures described above show one physical element to perform afunction, but it is understood that the functionality can be dividedbetween one or more similar elements to share the responsibilities ofthe function to be performed, as is well known in arts in this area ofpractice.

The structure of the system and methods of the present invention will beexplained in reference to FIG. 1. A virtual world engine 10 includes agame database 101 that stores all the attributes that comprise eachvirtual game world and its inhabitants. The virtual game world can beimplemented using an enterprise database server, such as InformixDynamic Server (IDS). Such a server can support high concurrent usageand enable the game database 101 to store millions of points ofinformation about the world and events that makeup the world. A gamesimulation module 100 can produce all the data points necessary to makea virtual game world and these data points are stored in the gamedatabase 101 which form the virtual world engine 10. If there is morethan one game simulation module 100 responsible for running a part ofthe virtual game world, the other game simulation modules interface withother modules by exchanging data via the game database 101.

The virtual event engine 20 may include a scheduling module 102 thatresponds to virtual events created between competitors existing in thevirtual game world, and based on event data created in the virtual worldengine 10 make a video representation of the event. As part of thevirtual event engine 20, the scheduling module 102 will run programtimelines with event data, adverts, and information for players so thatplay out is achieved 24 hours a day and 7 days a week. The schedulingmodule 102 may run several automated timelines, with differentperiodicity between wagering events. For example, there may be a2-minute timeline, a 6-minute timeline and a 20-minute timeline, and thetimeline can be any length between competition events. Additionally, thescheduling module 102 can be configured to describe and display specialevents analogous to real world gatherings, such as the Kentucky Derbyand the Breeders Cup. The scheduling module 102 may also incorporate agame grading system for individual competitors. For instance, in horseracing there are maiden races, and thoroughbred races, and events aregraded so that horses of peer ability race against each other.

In pari-mutuel based wagering events, the morning lines (or suggestedprobabilities/odds) are created by estimating the relative performanceof the competitors by historical data analysis to create initialsuggested odds for the event. The lines are then delivered or madepublic to the betters before the race begins as a guideline predictor ofthe potential outcome. However, the actual odds/payout will fluctuate asbetting activity changes the pool against individual competitors. Inorder to facilitate pari-mutuel wagering, the virtual world API 105,delivers historical information to bettors, which allow them to makecertain judgments about the potential performance of competitors in anevent, and therefore how they should place wagers. Such informationprovided includes, but is not limited to: a) last 10 wins, places andshows, b) last 10 wins, places and shows on a particular surface, c)breeding and genetic heritage, c) positions, times and speeds forprevious races, d) quarter times, positions and speeds for previousraces, e) jockey and trainers for previous races, f) surface, going andrace conditions for previous races, g) trap position for previous races,h) rating value, calculated by par time comparison for a particulartrack.

For fixed odds wagering, and to support partner bookmakers, aprobability module 104 is capable of creating real odds against virtualgame events for utilization. The odds offered on each event arecalculated by a unique method. Before an event is due to be displayed inreal time to the public, an array of probability engines slaves, asshown in FIG. 4 may simulate the event thousands of times usingdifferent random factors injected each time into the event run. The datafrom the simulated events made in the probability engines slaves can besent to a master probability engine 410. After thousands of runs, aprobability distribution or odds may be created for the event in theodds calculation module 400. All the outcomes assembled in the masterprobability engine 410 are processed and used to produce the odds foreach of the events. The number of times needed to simulate an event toproduce a useable set of odds depends on the complexity of the event.For simple win place and show events, it can be shown that a relativelyfew runs are required to secure statistically valid or useable odds. Formore complex odds, such as exacta and trifecta, more runs may berequired to obtain statistically valid odds because the number ofoutcomes is increased. This process has been proven to produce accurateodds by means of Pearson Correlation analysis of sets of results ofdifferent run sizes. The probability system is a distributed processallowing for very fast simulation of events in adequate time before theevent is due to run in real time for public display. The optimum numberof runs is determined for the time allowed before an event is to bedisplayed to the public to produce the result, and weighed against theprecision or validity of the outcome desired and is called aconfiguration preference.

FIG. 10 shows the graphical results of running 2000 simulations on asingle event, repeated four times. The graph shows that there aredefinite trends in likelihood of a particular horse winning; these aredue to the deterministic characteristics of the simulation and thealgorithms applied to create an event, i.e. the horse parameters,attributes, and the race conditions. The variation seen in FIG. 10between each of these run sets represent a degree of uncertaintyintroduced by the random elements and the application of the algorithms.The data shows that the probability of a horse achieving first ispredicted within a few percent for each set of 2000 races. If this was apurely random event, the probability over 2000 races for any horsecoming in first would be equal when the number of runs computed arestatistically valid, and there would be no tendency for one horse towin.

An example of the probability distribution calculation for a fixed oddsevent follows:

-   -   a) The master probability engine 410 loads each event from the        game database 101 according to the upcoming race schedule in the        scheduling module 102 for all the events scheduled for a two        period;    -   b) Each event data set (competitors, parameters, track, etc.) is        sent to the probability engine slaves, of which up to ten or        more can be simultaneously attached to the master probability        engine 410;    -   c) Each probability engine slave then simulates the race N        times, where N is a configuration preference, and sends the        results back to the master probability engine 410;    -   d) The master probability engine 410 then collates the data        results for each event, and may request another N simulations        from the slaves to improve the odds validity. The master        probability engine 410 can make requests simultaneously to all        connected slaves, or can make requests in the many well known        methods in this area of practice, such as round robin, etc. This        means the calculation can be a linear relationship to the number        of probability engine slaves connected and the capacity of the        network;    -   e) When the master probability engine 410 reaches M simulations,        where M is summation of N and is the final configuration        preference then the result data is stored in the database. The        result data consists of the position of every competitor as they        cross the finish line;    -   f) The result data is then parsed by another process to        calculate the fixed odds for win, place, show and exacta        outcomes with a specified take, or any of the well known        wagering types in the gaming practice; and    -   g) The master probability engine 410 then moves onto the next        event in the schedule.

The game simulation module 100 and the simulation module 103 maygenerate the outcome of events between competitors in the game world,and may be triggered by the program schedule module 108. All thenecessary data to start the simulations may be requested from the gamedatabase 101 in advance by the program schedule module 108 and passed tothe game simulation module 100 or simulation module 103. The simulationsin the probability module 104 are a combination of artificialintelligence (AI) decision-making systems, and rules and constraints arecoupled with stochastic variation. Competitor seek decisions arealgorithms that affect the competitors tactics and tendencies. Acompetitor enters a competition with some clearly defined goals that itwill try to stick, but the rules and constraints of the event arefollowed. Rules and Constraints govern the virtual competitor behaviorduring the event. Variations are algorithms that inject a small variancearound a perfect outcome. A perfect outcome is defined as the bestsolution to the algorithm to meet an objective; variations will reducethe likelihood of reaching the perfect outcome, and therefore theobjective, and ensure varying outcomes of an event. Multiple variablevector computations are performed for each competitor for each framethat makes up an event. The algorithms compute each piece of data tomake a frame for each step of the race until the race is finished. Thealgorithms compute numerous values for each frame of the event based onthe numerous variables required to compute each algorithm. Each rule,constraint, and variable and their interrelations with other rules,constraints, and variables are governed by an algorithm. The decisions,goals, rules, and constraints for events with competitors that competeto finish first around a track are the same for all competitions of thistype. The decisions, goals, rules, and constraints for competitionevents other than racing around a track are similar to those describedbelow in more detail. However, the deviations, differences, and types ofvariables in other types of competition events are well known and theprobability distribution or odds calculations can be applied to othercompetitive events. The techniques described can be applied to othersimulations of many types of events in order to calculate probabilitiesof a particular outcome.

To define a race simulation there are two primary entities, summarizedin the next two paragraphs, and examined in detail in the subsequentparagraphs,

-   -   a) A track which is defined as a set of splines which the        simulator uses to calculate the bounds of the simulation, and        points along the track that are important, like the start point,        end point, bounding curves, and racing lines. The start point is        where the gates are set, the end point is where the finish post        is set, the bounding curves correspond to the rail boundaries,        and the racing line corresponds to the optimal line around the        track. Each track is a different shape and completely defined in        3D space. These boundaries are used as inputs in the simulation        to ensure competitors stay within the bounds of the track, and        run from the start point to the finish point. This is shown in        FIG. 14. Additionally a track will have a surface with a        condition that has been defined by accumulation of weather        effects. Within the Virtual World, if the weather is wet then        the track becomes progressively wetter, if the weather turns        fine, then the track dries out. This is modelled as a sliding        scale of wetness to dryness, and this value of wetness to        dryness may impeded or help competitors, who have a favoured        value. The variation is modelled as a penalty that is        proportional to the difference between the actual wetness of the        track and the competitor's affinity for a particular wetness.        This is commonly termed ‘going’ of a surface.    -   b) A competitor that is defined as an entity with a maximum        acceleration, a maximum speed, stamina, a tactic, and a        consistency. Stamina is a definition of a competitor's fuel. The        more stamina a competitor has, the more fuel it is able to        expend, fuel is expended whenever a competitor manoeuvres. More        stamina is used for more complex manoeuvres. Maximum        acceleration is defined as the maximum rate the competitor can        change speed; if a competitor changes speed faster then it uses        more stamina. Maximum speed is the maximum achievable speed, if        a competitor travels at this speed; it burns stamina at an        increased rate. A competitor will have an optimum speed for the        track, at which its stamina is burnt at an optimal rate in order        to reach the finish line and have zero stamina left. In practice        the speed will not be optimal, because the competitor will be        forced to make manoeuvres in order to change or be consistent        with its tactic, avoid other competitor s and keep away from        track boundaries. This means that the stamina is changed, and        the competitor must continually re-evaluate how best to burn        stamina in order to complete the race. Consistency controls how        much random factors can affect a horse's performance during a        race. Less consistent horses have a potentially larger variation        of algorithm outcome, and potentially larger penalties, than        more consistent ones. A competitor will have preference for a        surface and a preference for a surface condition (going). This        is modelled as a penalty that applies if the surface and        conditions are outside the competitor's preference. There will        obviously be a group of competitors for a given race.

Competitor Seek Decisions are variables or choices that competitors makewhile the competition is being run or conducted and these effect theoutcome of the competition. For example, with a horse competitor: a) Thehorse will try and stay close to the racing line, as this defines themost efficient way around the track; b) Horses will try and get to theinside rail, this is associated with the racing line; c) The horses willtry to avoid other horses, by either braking or choosing a passingtrajectory; d) Horses will try and maintain their chosen tactic, whilstbalancing their stamina usage; e) At their sprint points, horses willtry and move laterally away from other horses in order to have a clearline of sprint for the finish; f) Horses will always try to get to thefinish line.

Competitor Rules and Constraints are limitations placed on a competitorduring an event. For example, with a horse race: a) Horses cannot passthrough or collide violently with other horses; b) Horses cannot passoutside the track bounds; c) Horses must run from the starting line tothe finish line in that direction; d) Horses cannot fly; trajectoriesare limited to the plane of the race track; e) Horses cannot burn morethan their stamina usage; f) Horses cannot accelerate faster than theirmaximum acceleration; g) Horses cannot go faster than their maximumspeed; h) Horses cannot exceed their maximum turn rate (for directionalchanges); i) Horses cannot exceed their maximum turn angle, from theirtrajectory.

Variations of a value in an event can fluctuate each time competitors'values are computed to determine the next frame of the event as theevent proceeds. In a race where variation is applied to an outcome, a 1%variation means that there can be between 0 and 1% variation in theoutcome variable related to the event. A 10 unit variation means that acalculated point can be within 0-10 units on either side of the actualpoint value. It is important to note that these effects can be appliedto each frame, every other frame, or many other well known groupings inthe arts of frames that makeup a race. Typically a race will have about1500 frames, and though the variations at first glance can be verysmall, these effects can accumulate or cancel each other out during therace as a whole. Another important point is that variation is usually asmall percentage of a simulation parameter, and as such does notnecessarily define the outcome of the event as a whole.

A virtual competitor estimates or analyzes its speed at every frame todecide what speed the competitor should be going to achieve its tacticalgoals. The speed estimation is modeled as a small variation around theperfect speed of the competitor calculated by the algorithms. Forexample, the speed needed to maintain a steady pace in the pack by ahorse can be expressed as a function, such as Desired Speed=f(HorsePerfect Speed, Horse Consistency, 1% variation), and the speed needed tocatch the leader, the Leader Catch Speed=f(Race order, Range to Leader,and plus or minus up to 1% variation).

The graphs in FIG. 11 and FIG. 12 show the variations in the outcome ofthe algorithm at a particular frame, calculated during the progressionof the race. There are minute differences in the estimated and actualspeed needed in any particular frame, thus horses with lower speedconsistency will find slightly more deviation, than horses with moreconsistent speeds.

Estimation of range or distance between competitors is computed. Forexample, a horse competitor calculates his range to the leader for everyframe to decide how far away other competitors are in comparison. Therange value will affect other algorithms. For example, if the horse isgoing outside its chosen range, the algorithm that controls theacceleration of the horse will increase the horse's pace so the horsecan try and make up the difference. The leader catch range is functionof f(Race order, Distance, Perfect Speed plus or minus up to 1%variation)

A tactic switch is a decision based on whether a competitor shouldchange their competition strategy. For example, if a horse should switchits tactic to following the leader, being the leader, or staying in themiddle of the pack. This is calculated once at the tactic switch pointfor the horse with the function TacticSwitchPoint=f(Switch point plus orminus up to 1% variation).

Sprint point is the point at which a competitor uses extra energy orstrength to improve their position immediately near the end of acompetition. For example, the degree the horses sprint for the finishline, and there is a small uncertainty when a sprint point begins for aparticular horse. A sprint point can be expressed as the functionSprintPoint=f(Sprint point plus or minus up to 10 units variation)

Start delay is the delay a competitor experiences when starting acompetition. For example, a horse experiences delay getting out of thegate. In practice, this is up to 1 second of fumble. Start delay canexpressed as' the function StartDelay=f(start delay maximum plus orminus 1-100% variation)

Penalties are assigned to competitors. For example, some horses arepenalized some degree before the race begins. All penalties are afunction of the horse's consistency and include a small variation of upto 2%, together with another penalty related to the conditions of therace. Maximum achievable speed is expressed as a function by f(InherentMaximum Speed plus or minus up to 1-2% of Inherent Maximum Speedvariation, Going Penalty). The going penalty is a penalty intrinsic tothe competitor, which is applied if the competitor does not find thegoing conditions favorable. Going is modeled on a sliding scale between0 and 100, where 0=wet and sloppy and 100=dry and firm. A competitorwill have a perfect going value inside this range, deviation from thisperfect value, will cause penalty to be applied to this speed function.

Stamina Usage is the rate at which a competitor burns their requiredfuel to compete during a competition. For example, a horse uses staminaduring a race, stamina is like fuel, and the horse will try to keep thefuel burn rate low so that it can complete the race efficiently, whilstmaintaining its tactics. Stamina is burned faster if the horse isattempting to go faster or accelerating than when the horse ismaintaining his ideal cruising speed. Stamina can be expressed as afunction by f(Speed, Perfect Cruising Speed) and Perfect CruisingSpeed=f(Actual Perfect Cruising Speed plus or minus up to 1-2%variation). Thus a competitor's behavior is emergent from itscircumstances in the race, and from the small random effects that areapplied to it as it moves through the race.

A virtual world API 105 may provide a means for other external systemsto obtain information about the game world, the competitors, and eventswithin the world. A virtual world API can use XML as a data containerand to deliver information over the Internet. The virtual world API 105may deliver historical and current data about competitors and theirevents. The virtual world API 105 can be interfaced with automaticPortable Document Format (PDF) generation systems, web systems, andpoint of sale systems. It is by this means that information required forpari-mutuel and fixed odds wagering is provided to players.

A virtual broadcast engine 104 may contain a video generation module 106that may include a self-contained video rendering, playback and captiongenerator that can be written in software. The virtual broadcast engine104 can produce high quality video for delivery to any medium such asInternet web streams, TV, mobile 3G, high definition displays, andbroadcast systems, such as satellite 305, and in a pure audio form, suchas radio and internet audio stations, an example of which can be foundin FIG. 3. In the virtual broadcast engine 104, a video redundancymodule 107 may provide dual redundant video switching technology that isuniquely integrated with the video generation module 106. Thisintegration allows the video generation module 106 to communicate withthe video redundancy module 107, to provide information that can be usedto determine whether or not a switch to an alternate video stream isnecessary. Such conditions may be a failure in the software, a failurein the hardware, or unexpected behavior in the operating system.Well-known art in the video switching area of practice may be used toensure continuous uninterrupted delivery of video. Video hardware designmay be used to allow the system to be monitored throughout thebroadcast, as shown in FIG. 13. A program schedule module 108 may beused to ensure that virtual game world events are played out at theappropriate time on the video channels. The program schedule module 108controls the program timeline and also controls all captions andinterstitial material. Interstitial material is video, text or graphicimages that are displayed before an expected content page. The programschedule module 108 may use distributed technology to allow componentsto be run on separate hardware platform providing a means of gracefuldegradation of the system.

Sufficient time before an event is to be released to the viewing public,the program schedule module 108 requests the simulation module 103 tomake an event data run with initial parameters of the competition to beprovided by the game database 101. The event data is forwarded by theprogram schedule module 103 to the video generation module 106 that isthen delivered to the viewing public.

The program schedule module 108 also forwards the event data to the gamedatabase 101 to be stored for future reference. Past virtual event datais stored for all the competitors and for all the events. The pastvirtual event data can be discovered by bettors or published.

An interstitial simulation module 110 may create relevant interimmaterial to watch in between game world events. The interstitialsimulation module 110 may be triggered by the program schedule module108 to produce views of the venues and candid shots for instance. Aremote video delivery module may be used to deliver high definitionvideo, for example, 1024×768 at 25 frames per second to sites remotefrom the virtual game world systems. The remote video delivery modulecan deliver the high definition video that requires a bandwidth of lessthan 20 kbs over the Internet. Remote video delivery modules can be usedto drive high definition displays, as seen in FIG. 5 and FIG. 6, as wellas satellite, cable, telephone networks, and other broadcast channels.

A remote data delivery module can receive data from the virtual worldAPI 105 to display information about the game world and game worldevents continually in an aesthetically pleasing fashion. The remotedelivery module can deliver video data to local TV displays, personalcomputers, servers, and display terminals throughout the world. Anexample of a remote data delivery module is illustrated in FIG. 6. Adata screen system 720 may be responsible for retrieving relevant eventdata from a web streamer 113 that will be shown throughout a local orremote location on various LCD data screens. Players may use thesescreens to read information on upcoming races, past results, and pastperformance data.

An audio module 109 may provide a method of delivering realistic racecommentary in any one of several languages, including Russian,Portuguese, French, Spanish, English and Mandarin. The system isdesigned to allow new languages to be added and copes with unusualgrammar construction by using a grammar template language and audiosample library.

The integrated betting system is shown in FIG. 2 may integrateseamlessly with the virtual game world and its events. The system mayoffer pari-mutuel as well as fixed odds betting facilities.

As shown in FIG. 9, the betting system described may provide data viathe API B 940 to betting terminals. The betting system may include abetting database 920 which may log all wagering transactions andoutcomes on events. A betting engine 930 may individually resolve wagersand calculate payments and profits. It may be capable of handling allkinds of bets from mundane one-off wagers to more exotic combinationwagers on multiple events, and sweepstake wagers with large jackpots. Inaddition, the betting engine 930 may include a set of management toolsin order to maintain individual customer accounts and generate reports.The API B 940 may deliver event information to the betting terminals,and receive bets from those terminals. The API B 940 can also beintegrated with external and existing tote systems allowing bets to beplaced into the virtual world from already established wagering sites.The betting terminals may be integrated with commercial off-the-shelfhardware such as barcode readers and thermal receipt printers to producean integrated point of sale system able to take wagers on virtualevents. The Internet based betting terminal 990 can be a component thatusers plug into an existing website or a module that user downloads totheir computer in order to take bets on virtual game world events. Thebetting system may include a central server that pushes event data tothe betting engine 930, which then distributes the event data to theconnected IPOS terminals. An IPOS terminal is a point of sale terminalas one might find in a store. Event data may contain update data onhorses, odds, tracks, off times, video display data, and results.

FIG. 2 show a schedule of competition events generated inside thevirtual world. The program schedule module 108 develops a schedule ofcompetition events before or after the odds for an event have beengenerated. The schedule of events is distributed throughout the worldvia the virtual world API 105 to visualization terminals and advertisedas described.

As shown in FIG. 10, instead of utilizing third party tote systems; acentralized betting engine may be used for pari-mutuel pool betting. Thebetting system may manage and resolve betting transactions.Additionally, the betting engine 930 may be responsible for providingodds for the upcoming competitions based on the probability distributionsupplied from the probability module 104 that can located anywhere inthe world. The betting engine 930 can either be deployed locally,regionally, or centrally dependent upon the regulatory environment ofthe local market. This engine may collect pool bets in real time fromall distributed localized betting engines around the world, adjust theodds according to the betting tendencies of the bettors or punters, andre-publish the updated odds. In this scenario, the house may take apercentage of the pool and the remaining amount will be paid out aswinnings, which, from a marketing standpoint, can lead to big pools,large win potentials, and exciting promotional opportunities.

1. A computer program recorded on computer-readable medium to emulate a non-interactive sports competition virtual world for the purpose of running real-time virtual events to be distributed as content for pari-mutuel, exchange, and fixed-odds betting, the method comprising: obtaining characteristics of participants and event factors from a gaming database that have been derived from various sub-systems that may include a breeding system, participant training algorithms, and other related sub-systems; using computer simulation techniques to create a virtual sporting event wherein the competitors compete against one another to win the event by incorporating participants' characteristics and event factors that may have stochastic or probabilistically determined values associated with each factor, a complex event generation process that uses optimization algorithms, and decision making processes to simulate the actions of the competitors throughout the event; and there is no interactive control of any competitor conditions or scenarios by any external players in any of the virtual world, or virtual events therein.
 2. A method and computer program used for creating a series of real-time, non-interactive virtual sporting events within a virtual world, where a virtual event may be akin to a real event but may be completely computer generated within a computer generated world.
 3. A method according to claim 1, wherein the virtual event may be any type of sport or skill based game, including sporting events such as a horse race, an auto race, a stock car race, a Formula 1 race, a NASCAR race, a boxing match, a kick boxing match, an ultimate fight match, a wrestling match, a basketball game, a soccer game, a rugby game, a football game, a baseball game, a hockey game, a lacrosse match, a dog race, a greyhound race, a harness race, a steeplechase and other skill based games and wagering events.
 4. A method according to claim 2, wherein the virtual event may be any type of sport or skill based game, including sporting events such as a horse race, an auto race, a stock car race, a Formula 1 race, a NASCAR race, a boxing match, a kick boxing match, an ultimate fight match, a wrestling match, a basketball game, a soccer game, a rugby game, a football game, a baseball game, a hockey game, a lacrosse match, a dog race, a greyhound race, a harness race, a steeplechase and other skill based games and wagering events.
 5. A method according to claim 1, wherein the competitors in the events may be modeled in a pervasive virtual world whereby: competitors can train for individual events and perform many of the typical functions of their real-world counterparts; the existence of performance data of competitor's activities in the virtual world may be known to bettors who can wager on the live virtual events; here a database may store a plurality of the competitors and their attributes; a series of mathematical algorithms is used to allow a plurality of competitors to evolve over time; competitors are created automatically by a process from existing competitors within the database; competitors engage in individual training regimens; evolution of individual competitors over time may be affected by decisions made by other competitors within the virtual world; evolution of individual competitors over time may be affected by stochastic events within the program; competitors may retire from the system; a database contains an existing plurality of venue location models where events may be created; a program may utilize a plurality of criteria to select a plurality of competitors to participate in a virtual event; a plurality of events may have a plurality of goals with which to allow the competitors to win and event; individual events may have different goals and objectives for the competitors, and goals and objectives are particular to the kind of event that is created.
 6. A system method and computer program where a program may be utilized to distribute a plurality of data points through a variety of media channels including: information on fixed odds; information regarding the location and time of the event; information regarding the condition of the venue of the event; and information regarding the competitors, including attributes, and historical performance data as well as other relevant publishable data.
 7. A method according to claim 1, where the video rendering of the real-time virtual sporting event may be broadcast via a plurality distribution channels, in a plurality of formats, plurality of supporting content, and to a plurality of locations of distribution channels, including satellite, cable or other communication means; a virtual rendering may be made broadcast in real time with live commentary available in multiple languages; a program may break the virtual rendering into a plurality of individual small data packets; small data packets may be transmitted to a plurality of remote sites; a program at a remote site may receive the data and generate an exact replica of the broadcast in real-time; a communication connection may be via Internet, mobile cell, or radio; and events may be received with a simple 56 k dialup connection and viewed on television in full high definition resolution.
 8. A method according to claim 2, where the video rendering of the real-time virtual sporting event may be broadcast via a plurality distribution channels, in a plurality of formats, plurality of supporting content, and to a plurality of locations of distribution channels, including satellite, cable or other communication means; a virtual rendering may be made broadcast in real time with live commentary available in multiple languages; a program may break the virtual rendering into a plurality of individual small data packets; small data packets may be transmitted to a plurality of remote sites; a program at a remote site may receive the data and generate an exact replica of the broadcast in real-time; a communication connection may be via Internet, mobile cell, or radio; and events may be received with a simple 56 k dialup connection and viewed on television in full high definition resolution.
 9. A method according to claim 1, wherein: an integrated betting system will allow individuals throughout the real world may place wagers on the outcome of the real-time virtual sporting events utilizing either a pari-mutuel/exchange betting or a fixed odds system where: program may allow individuals to place a plurality of bets including fixed odds bets, pari-mutuel bets, exchange bets, exotic combination wagers on multiple events, and sweepstake wagers with large jackpots.
 10. A method according to claim 2, wherein: an integrated betting system will allow individuals throughout the real world may place wagers on the outcome of the real-time virtual sporting events utilizing either a pari-mutuel/exchange betting or a fixed odds system where: program may allow individuals to place a plurality of bets including fixed odds bets, pari-mutuel bets, exchange bets, exotic combination wagers on multiple events, and sweepstake wagers with large jackpots.
 11. A method according to claim 1, where a separate program may run a plurality of simulations for a particular real-time virtual sporting event in order to generate a probability distribution for the outcome of an event, whereby: a program may utilize a probability distribution calculation in order to generate a plurality of fixed odds for a particular event; and a program may utilize the results of an event to calculate the payouts on a plurality of wagers.
 12. A method according to claim 2, where a separate program may run a plurality of simulations for a particular real-time virtual sporting event in order to generate a probability distribution for the outcome of an event, whereby: a program may utilize a probability distribution calculation in order to generate a plurality of fixed odds for a particular event; and a program may utilize the results of an event to calculate the payouts on a plurality of wagers. 